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Topics - Shantis

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1
Netherese Library / Research: Family Voust (Any dm)
« on: September 17, 2018, 09:25:31 pm »
Butterfly goes to Vasstiir's library after a long time. Silently, she researches for historical records or information about the Voust family and their count. From the current situation in relation to the empire, and about the past too. As well as its common allies or enemies, case cost in records of the library of Vastiir.

Shet seeks beyond the general knowledge of the history of this family, she also researches for names and records of living or dead people of the Voust family, with some historical importance of some relevance.

2
General Discussion / About Green Grass Festival
« on: September 16, 2018, 04:43:40 pm »
Hello everyone. This is an oocly chat with everyone.

For reasons of roleplay, we are trying to make a fun event for almost everyone, where we will have games, activides, items for sale only once in this event and a host of other things.

I know everyone has their own roleplays, their ingame goals. But oocly, I hope this event is something fun for everyone, with the most balanced challenges and games possible for players and their characters.

We know that several players, with limited game hours or for one reason or another, will not be able to enter. And we appreciate the willingness and wish to participate.

To all, I ask icly and oocly the best behavior possible, for everyone to enjoy this type of event. Not exactly the best place for icly politics or intrigue, but rather a place to relax as characters and players and for a few moments, be in a fun and competitive environment without worrying exclusively about plots, if the villain of the week will come to destroy everything or something like this. Something for fun among all.

We sent invitations to players weeks ago, for icly reasons and signal of our icly friendship. Others will be made through dm factions or certain characters, the inclusion of newer characters or that for some reason did not receive an invitation (we had a restricted limit to distribute). To be more inclusive with all, we called the elves through the elven council, the halflings through hilltop, skettus through chan, as well as new adventurers with no filiation with noble houses or dm factions, as well as other characters through Bosco Fries. The swords of the lady are invited.

With this, we allow a lot of characters to come to the event, because our goal is the fun of everyone. Everyone who received the invitation is special to us icly, but we love you all oocly too ;)


I apologize to the players of the monster faction (sullivan), reschotti and arcane guild, who are out because of heavy icly restrictions of roleplay and scenario in the current moment. Nothing prevents you from participating with an alternate character, though. I'll try to see if I can get some alternative to monster faction, but I do not guarantee anything by icly restrictions. Dukarrus had no previous contact, except today in a dm event with Tor character. So, if before the event has any chance, we can have the pleasure of your presence, Tor.

To all the players, I hope this event is special to everyone as it is being special for us, members of the people of the woods, giving everyone and the dms back the love and fun we receive all the time, providing good moments of fun, laughs and good memories to all icly and oocly, allowing in this event everyone can relax and enjoy in an uncompromised way and thus generate new bonds of friendship icly and oocly.

Basically, we just ask everyone to come and have fun with each other, respecting each other and being responsible. So, thank you all for all this time playing with us, considering this player event a gift to all of you.

Thanks for everything. See you in a few days ;)

The countdown of event.

https://www.timeanddate.com/countdown/generic?iso=20180921T20&p0=853&font=cursive

3
Feedback and Bugs / Problems with "neck" slot in clothing parts
« on: August 11, 2018, 06:46:38 pm »
I noticed that the "neck" in the clothing configuration has been randomly deselected, leaving characters with no neck, or elements of clothing disappearing randomly. And don't return back after some time

My druid character wore a kind of hood made of bear or wolf skins, but after a while it disappeared, and I can not re-activate the look with my clothes, only if I buy a new one. But vanish some hours later.

4
Feedback and Bugs / Lack of bone wands
« on: August 04, 2018, 05:37:53 pm »
Lack of bone wandsin hadrian. I can't find this in the arcane guild shop.

5
Netherese Library / Historical research (Any DM)
« on: July 27, 2018, 08:50:34 am »
qiip goes to the library of Vastiir, seeking to investigate everything that is possible regarding the war of the empire against the tribes. The intention is to raise all possible records that are available, collecting a historical references, trying to cover everything that is possible, from the point of view of the empire, what happened.

6
Feedback and Bugs / [bug] Animal related problems
« on: July 20, 2018, 05:40:45 am »
1 - Randomly, a transition of the same map makes you lose the animal companion or what dominated, making it disappear

2 - Animal companion don't use emotes, and the puppet system in the Netheril Player tool don't work with animal companion.

7
Groups & Concepts / The people of the woods.
« on: July 09, 2018, 04:31:16 pm »
Reorganizing the information, since several things needed to be updated and corrected. Review made after meetings with our members and tuning for roleplay purposes


People of the Woods

Spoiler
The concept of "wood people" is started during the Netheril empire campaign against the nomades tribes, and several groups were decimated by House Dukarrus or became slaves of House Roschetti. Due to this, a great number of members dispersed, spreading throughout the world during the campaign of the empire over the years, ending 10 years back after the campaing against barbarian Warlord "Lord Xurrios". As the destrution of various different tribes caused a large number of orphans, without many adults to guide them, druids and rangers from several different tribes came together to protect these orphans and survivors.

Initially called the wood people (The people of the woods), they are essentially groups of travelling nomads, led by druids, priests of Jannath or veteran rangers, who travel between various differents forests of the world, trying to survive, protecting nature and entering into balance. Unlike ordinary tribes, wood people have strong roots in knowledge and druid lifestyle, protecting and caring for wildlife, other races (whether humans, elves or even monsters like bugbears, orc or others) whenever they have related problems with nature, and when the request comes in peace. They have a vision that all races should mature, to enter into mutual peace, living in harmony with each other and with nature.

They have a posture of watchers and guardians of the balance of the nature, avoiding to engage in politics between races, mainly in times of war. They have a fear and a certain repulsion for the empire, for their policy of slavery with other races and what they done with the nomad tribes in the past, and against the elven people, for supporting / keeping relations with the Netheril empire in this respect.  They are disgusted to hear humans and elves daily calling on heroes using magical proclamation to invade and decimate other races in their territories, raiding and invading, while the wood people look at the untouched human cities or elf towns several times.

They consider Sullivan as close as the races have managed to get in terms of coexistence, with different species living in the same region tolerating each other, even if they do not deem appropriate the alliance of monster tribes like gnolls, orcs and other raiding and decimation the human and elvens. Without choosing sides, wood people follow in peace between different forests taking care of the nature, treating people, animals and protecting the balance, without choosing sides between conflicts of different races.

The command structure of each nomad camp is simple: The leader is called "Father" or "mother" among the members of the group, representing the moral posture and guiding the members of his nomad group to act peacefully in the regions they visit. Generally this type of command is made between druids and priests of Jannath. then comes in they structure the hunter and scout (ranger), the champion of the nomadic tribe (fighter or barbarian), witch or shaman (Druid, sorcerer or cleric of Jannanh) And the storyteller (bard), who carries orally stories of the nomad tribe and they members. It is normal to see a member of the group taking on two or three different roles, while the nomadic tribe is structuring itself and increasing they numbers. (Multiclass / roleplay).

Because they are survivors of other tribes, wood peope is very flexible in they structure, accepting other races as half-orcs, half-elven, forming slaves like gnomes, dwarfs or hins... And even "monsters" if they fully adopt a peaceful stance and understanding among any other race, and accept to protect the nature. Tolerance and respect among species, striking the balance is something that people seek. But they are formed, in their vast majority, in human groups.

Spiritually speaking, members of the tribe are encouraged to discover their personal animal spirit, which represents the individual ideals, values and instincts of each member. Rangers and Druids have their animal spirit incarnated in a real animal after a quest for self-knowledge. Sorcerers (in the figure of shamans or witches) have as familiar their extension of knowledge, using these creatures as their eyes and ears.

Gradually, by embracing the self-knowledge of the animal spirit, the primordial instinct is awakened in the member of the tribe. Their emotions and instincts become more intense on full moon nights, and at certain times they are able to transform into animals from which they incorporate this spirit, representing nature through it in various ways. In terms of class, Druids and shifters are considered almost pseudo-lycanthropes by other groups because of this. Sorcerers using self polymorf as well. The other classes of character, although they incorporate the animal spirit and have traces of this animal in their behavior because the primordial / primitive instinct, do not become any other creature.


Starting relations with other races and groups:

Spoiler
An essential note for all:
This is the point of view of the group as a whole, it's not exactly the individual stance of players or players-characters, or something obligatory and forced to roleplay.

Much of this can be changed by good roleplaying.

Feel free to put in a new topic of your own group or faction how you see others groups or factions.

Any necessary revision, we edit this post.

Thanks




Humans of Netheril Empire: The wood people tolerates them, but does not trust those who live within the empire, due to past wars. They are extremely fearful and avoid arcane guild by being publicly known (in rumor or reality) for hunting druids to extract their secrets and for hating them. And he does not like to relate to noble houses, why House Roschetti sells others as slaves, and why they were harassed by  House Dukarrus for some time after the war. House Skettus keep slaves, but in public treats them with a certain level of care, even being slaves.

Other humans outside the Netheril empire or common folk :

They respect and help other nomad tribes to defend protect and get hunting and fishing promising. They help farmers, fishermen and hunters gain access to better natural resources, giving blessings by a priestess of Jannath or purifying and healing natural problems, such as druids to find the balance of the nature.

Elvens: They respect the harmony of the elves with nature, but consider them weak, by supporting human slavery, and for a long time moving campaigns against other races, various reactions to call wars or hunting other different species in the recent past. They also do not consider elves to be reliable, since they have a long life, can not adapt their posture for survival and live with nature as easily as humans and other races. Because they have an arrogant and snobbish attitude towards other races, this does not help to gain confidence.

- Gold Elves: Reactions with the elitist positions of the gold elves only generate mistrust and it is tried to avoid contact, due to the way of acting with humans, due to the difficulty in finding a common field.

- Moon Elves: They are considered more tolerable and less arrogant and elitist than the gold elves, but distrust and lack of confidence are apparent in terms of group (due to the strong elitist impression that the entire elven race passes as a whole) or at the individual level.

- Wild elvens, because they have a life-style more directly connected with nature, and because they have a very different posture than the other elves, this type of elf is seen with a certain respect, but still with distrust.

- Dark elven live far away from the nomads, for various reactions. This is why distrust is generic just as the other elves.

Dwarves: They are a race of former slaves within the empire, and consider them very aggressive when removing wood and metal from the nature. They are recognized as great craftsmen

Gnomes and hins: most former or still are slave of the empire. Although they want to free them, the wood people can not interfere with the politics of each race. They publicly express their displeasure about it. They maintain respect for communities of these two races, helping them deal with problems of nature if they are required.

Race of monsters: Many monstrous races have a tribal structure or tribal family structure between them. Just as wood people are peaceful with humans and other civilized races, they maintain their neutrality with other races in the same way. They do not interfere in their frictions with other tribes and races, and maintains a peaceful stance, assisting any race and any tribal, civilized or wildlife creature with nature's problems. Usually this translates into some small degree of respect, where either party can seek the other to deal with specific problems, as solutions to problems with regard to diseases, natural disasters or situations where wood people can help in the balance and restoration of nature.

Oocly and icly points of the group:

Spoiler
Some oocly and icly points to guide players.


1 -For roleplay purposes, have at least 1 ranger or druid level, to gain access to some basic knowledge as a roleplay base. Access to use of light and medium weapons and armor, bows, combat weapons, feats and the essential animal empathy.

2 - Classes: Not talking about icly roles, but classes oocly: Druid, Ranger and Cleric (Godness Jannath) are our default group. Barbarians and fighters are well acepted. Rogues too, but because of the outdoor roleplay, at least one level of ranger class help a lot. Sorcerers is possible to. Wizards are interesting but will depend a lot on roleplay, why books and scrolls is something more of the Arcane Guild style. Monks Of Jannath is confirmed by the server lore. Paladins of Jannath need to confirm with a dm. Bard is acepted too without problems.

3 - This is a group that values the roleplay a lot. Going out all day to win xp and level up can make you stronger as a character in a game, but level does not mean character development. It takes us a long time to level up, and we probably can not go to events, and if it is, we will more observe and care for the injured, acting on self-defense of ourselves and the members of our family and icly tribe, of find a way to join in the event if fit in our roleplay. So do not always go up fast means direct character integration of the group. Value your roleplay first.

4 - The characters adopt a neutral stance, without directly confronting icly groups or characters: 

- We avoid contact and problems with Arcane guild because in the past (rumors or not) they hunted druids and animal spirits, and rare species to pick up ingredients or reagents, or steal druidic secrets.

- We avoid contact and problems with House Roschetti because they are slavers, and use other humans, monsters animals to fight in arena to the death.

- We avoid contact and problems with House Dukarrus, because they won the war against the tribes of barbarians and nomadic tribes, making some of them slaves.

- We avoid contacts and problems with elves because they are allies of the Nethril Empire, which approves of slavery. Another reason behind is that elves have their own defenders of nature with their own elven to solve own problems, making the presence of human nomads unnecessary by serving the elves to the elves themselves. Therefore any action on elven lands would be considered unnecessary, except dms event in relation of the defend of the balance of the nature.

- We avoid fighting directly against monster tribes (Gnoll, bugbears, kobolds, etc) if possible, because we are invading their territories. The confrontation against them is allowed as self-defense, or when you are in the same spawn with humans (fight for territory between species, affecting the balance of the nature), or to protect rare species (a druid or ranger uses animal empathy in an wild animal, and the group's escort  the animalm through dangerous lands, in his new "territory"...), or help in the balance of nature. Go hunting monsters in their own territory of them is no excuse, and can break the roleplay by justifying this. We need something more solid to go with.

- We try to help the balance of the nature, protect our tribe, avoid icly political conflicts.



8
Journals & Backgrounds / Songs and memories of a mother and witch
« on: July 07, 2018, 01:41:20 pm »
qiip spend some time in the home, teaching stories, songs and rituals to members of the people of the woods. These stories, songs and rituals occur only among those she considers equal and part of her family. And share with them songs and songs from the Druids, to bless the earth through which all pass, seeking balance and protection for all.

// Posting information related to qiip and her background, her knowledge and rituals here. Some of the material available on our group's private discord server

9
Feedback and Bugs / bug in the client side: wildshape and polymorph
« on: July 06, 2018, 07:52:59 pm »
I noticied this with Aquaria and now with qiip. Reporting...

After using polymorh or wildshape, the character become fully invisible (like the character don't exist), the camera become fixed, don't turning by keys or using mouse. If you log off and return to fix it, you clothes and hair take a metal color. After changing the clothes, fixes the problem.

Happens sometimes, with a small change

10
Feedback and Bugs / Spawnpoint with problems
« on: July 05, 2018, 09:11:09 pm »
the player spawn point in the barns, close of the north gates of hadrian don't work.

11
Groups & Concepts / The people of the woods
« on: July 03, 2018, 03:50:33 pm »
Sharing the concept of a group / community of characters. Tendency neutral, tending to offer an alternative means of roleplay, mainly because to play like druid or ranger requires a more anti-social stance with other normal groups in the current server setting... And to have a more isolated behavior of the other characters. The concept of nomadic tribe helps to decrease this, and also filling a gap.


Sharing the concept here


Spoiler

People of the Woods

The concept of "wood people" is started during the empire campaign against the barbarians, several tribes were decimated by Dukarrus or became slaves of Roschetti. Due to this, a great number of barbarians dispersed, spreading throughout the world during the campaign of the empire over the years, ending 10 years back after the campaing against barbarian Warlord "Lord Xurrios". As the destrution of various different tribes caused a large number of orphans, without many adults to guide them, druids and rangers from several different tribes came together to protect these orphans and survivors.

Initially called the wood people (The people of the woods), they are essentially groups of travelling nomads, led by druids, priests of Jannath or veteran rangers, who travel between various differents forests of the world, trying to survive, protecting nature and entering into balance. Unlike ordinary tribes, wood people have strong roots in knowledge and druid lifestyle, protecting and caring for wildlife, other races (whether humans, elves or even monsters like bugbears, orc or others) whenever they have related problems with nature, and when the request comes in peace. They have a vision that all races should mature, to enter into mutual peace, living in harmony with each other and with nature.

They have a posture of watchers and guardians of nature, avoiding to engage in politics between races, mainly in times of war. They have a fear and a certain repulsion for the empire, for their policy of slavery with other races and what they done with the barbarian tribes in the past, and against the elven people, for supporting the empire in this respect.  They are disgusted to hear humans and elves daily calling on heroes using magical proclamation to invade and decimate other races in their territories, raiding and invading, while the wood people look at the untouched human cities or elf towns several times.

They consider Sullivan as close as the races have managed to get in terms of coexistence, with different species living in the same region tolerating each other, even if they do not deem appropriate the alliance of monster tribes like gnolls, orcs and other raiding and decimation the human and elvens. Without choosing sides, wood people follow in peace between different forests taking care of the nature, treating people, animals and protecting the balance, without choosing sides between conflicts of different races.

The command structure of each nomad camp is simple: The leader is called "Father" or "mother" among the members of the group, representing the moral posture and guiding the members of his nomad group to act peacefully in the regions they visit. Generally this type of command is made between druids and priests of Jannath. then comes in they structure the hunter and scout (ranger), the champion of the nomadic tribe (fighter or barbarian), witch or shaman (Druid, sorcerer or cleric of Jannanh) And the storyteller (bard), who carries orally stories of the nomad tribe and they members. It is normal to see a member of the group taking on two or three different roles, while the nomadic tribe is structuring itself and increasing they numbers. (Multiclass / roleplay).

Because they are survivors of other tribes, wood peope is very flexible in they structure, accepting other races as half-orcs, half-elven, forming slaves like gnomes, dwarfs or hins... And even "monsters" if they fully adopt a peaceful stance and understanding among any other race, and accept to protect the nature. Tolerance and respect among species, striking the balance is something that people seek. But they are formed, in their vast majority, in human groups.

Spiritually speaking, members of the tribe are encouraged to discover their personal animal spirit, which represents the individual ideals, values and instincts of each member. Rangers and Druids have their animal spirit incarnated in a real animal after a quest for self-knowledge. Sorcerers (in the figure of shamans or witches) have as familiar their extension of knowledge, using these creatures as their eyes and ears.

Gradually, by embracing the self-knowledge of the animal spirit, the primordial instinct is awakened in the member of the tribe. Their emotions and instincts become more intense on full moon nights, and at certain times they are able to transform into animals from which they incorporate this spirit, representing nature through it in various ways. In terms of class, Druids and shifters are considered almost pseudo-lycanthropes by other groups because of this. Sorcerers using self polymorf as well. The other classes of character, although they incorporate the animal spirit and have traces of this animal in their behavior because the primordial / primitive instinct, do not become any other creature.


Default relations with other races and groups:

Humans: The wood people tolerates them, but does not trust those who live within the empire, due to past wars. They are extremely fearful and avoid arcane guild by being publicly known (in rumor or reality) for hunting druids to extract their secrets and for hating them. And he does not like to relate to noble houses, why Roschetti sells others as slaves, and why they were harassed by Dukarrus for some time after the war.

They respect and help other tribes of barbarians to defend protect and get hunting and fishing promising. They help farmers, fishermen and hunters gain access to better natural resources, blessing priests of Jannath or purifying and healing natural problems, such as druids to find the balance of the nature.

Elvens: They respect the harmony of the elves with nature, but consider them weak, by supporting human slavery, and for a long time moving campaigns against other races (Read: Cele and her frequent campaing against other races for a long time icly in a daily base...). They also do not consider elves to be reliable, since they have a long life, can not adapt their posture for survival and live with nature as easily as humans and other races. Because they have an arrogant and snobbish attitude towards other races, this does not help to gain confidence

Dwarves: They are a race of former slaves within the empire, and consider them very aggressive when removing wood and metal from the nature.

Gnomes and hins: most former or still are slave of the empire. Although they want to free them, the wood people can not interfere with the politics of each race. They publicly express their displeasure about it. They maintain respect for communities of these two races, helping them deal with problems of nature if they are required.

Race of monsters: Many monstrous races have a tribal structure or tribal family structure between them. Just as wood people are peaceful with humans and other civilized races, they maintain their neutrality with other races in the same way. They do not interfere in their frictions with other tribes and races, and maintains a peaceful stance, assisting any race and any tribal, civilized or wildlife creature with nature's problems. Usually this translates into some small degree of respect, where either party can seek the other to deal with specific problems, as solutions to problems with regard to diseases, natural disasters or situations where wood people can help in the balance and restoration of nature.





12
Feedback and Bugs / [Bug] Shipyard innkeeper
« on: June 29, 2018, 11:51:35 pm »
A bug with the shipyard innkeeper, he don't sell anything or permit you to make this place a respawn point after the server reset

13
Netherese Library / Research about the Arcane Bow (Xtina request)
« on: June 23, 2018, 02:00:54 am »
Aquaria received a request to investigate everything that is available with respect to some arcane relic, related to an arcanic arc, able to channel the mystical energy through its user.

Knowing that this is something related to an elvish culture, she recommended that Xtina can seek the elven loremaster named Celeb, with to analyze some legend or elvish record about this relic or anything related.

However, being aware that human knowledge could perhaps reveal some surprise or useful information, it does a search on this information, since in the future elves or descendants of them can come to her to look for more information. And the topic of the research interests you a bit.

14
Netherese Library / Research in Sword of the Lady Library
« on: June 20, 2018, 05:06:41 pm »
After obtaining Pariah's formal and verbal permission and communicating Snacks, Aquaria visits the abbey, to search the available books on topics related to Pariah's special requisition, using cross-references to her research in the vast library of Vastir.

// Voss, Tyrael, another part of work of researching about Roz'dha stuff. I gived the details in a pm. Please answer by pm. :)

15
Netherese Library / Return of the Roz'dha research in official way
« on: June 20, 2018, 04:00:21 am »
After the edict of Archmage Vyctoria Valstiir, Aquaria went back to work officially on the research about Roz'dha. Skettus was the first house to take a stand about Edulis, and she was grateful for this. But the other houses remain in silence, showing no interest or will to protect Hadrian.

Archmage's decision to make it clear that the houses should act together against Roz'dha. It would hardly be related to her threat to stop the researches, but to the friction between the Arcane Guild and Dukarruss demanded a position of the Archmage. In silence and dissatisfied with the slowness of the other noble houses and their lack of position, she officially returns to her research, since Archmage itself determined the joint work against Roz'dha. It is only necessary to wait if this will be real or only a political movement.

//*pokes Voss or Tyrael, about the Roz'dha research sended by pm*


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